Helldivers 2 - Devs Got HUGE News, Cape & Patrol Spawn!

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Hey, let's talk Helldivers 2 News & Latest Update, CEO Talks Patrol Spawns, Cape, Xbox Game Pass & Automaton Tricks!
0:00 Overview
0:24 CEO Talks Cape & Patrol Spawns
2:01 Devs Got Huge News for Game Pass
3:21 Secret Loading Screen Tip
4:12 Easy Automaton Trick
6:40 Arrowhead Must Change This
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The review bomb cape lost it’s magic. I won’t wear it because it doesn’t signify anything important anymore. Nothing’s even changed regarding the locked regions

judyfps
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The only spawn issue is them spawning DIRECTLY BEHIND YOU and when you get killed they just vanish into thin air

I-was-once-a-krabby-patty
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Ngl I always thought that closing spawn points should reduce patrols.

scrappypirate
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I would like to see patrols re worked to spawn at bug hives/ bot bases and patrol outward from them, maybe from base to base or toward secondary objectives. Gives more reason to actually destroy the spawn points (kinda thinking how stalker nest and gunship fabs work) and once all of them are destroyed patrols would spawn from edges of map heading toward primary objectives and evac.

heavenlydragoon
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Having a patrol of Gunships randomly spawn in your blind spot - usually while you have no cover is why I love the way patrols spawn so much ...

jamieleong
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Feels like the review bomb cape won’t show up until things are opened up to all regions again.

powerhound
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People complain about getting swarmed by small enemies at high levels, yet they refuse to take anything other than the Quasar. Even one player with MG-43 can make a huge difference in dealing with bug swarms!

MeterLP
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Hellpod Space Optimization is so critical on any mission that it's essentially a must pick every time, and that cuts down on the effective variety of choice since the Vitality and Stamina boosters are nearly as important, which leaves only 1 booster slot as a wildcard. Making it a ship module instead would free up that slot and add a lot more variety to what you can bring. I've never brought anything out of the big 5 (ammo, health, stamina, muscle, stim enhancement), so it would be nice to have more choice.

JacketVEVO
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The training manual tip has been there since launch 😂 and its 100% true! Clearing any bug holes/bot fabricators near objectives will illuminate the spawning of enemies (patrols are not affected by this) So next time your having a hard time with the objective just clear nearby enemy bases and you'll see much less resistance in your missions! Also doing objectives attract attention of partols and if they spot you all nearby spawn points will target your last known location. So dont stick around too long at each spot unless your looking to unleash hell on your enemies. Hope this proves educational to those that dont know, and to us HD2 vets spread this information to fellow Helldivers to give them a fighting chance in the field. Happy Diving Helldivers!

shadowwolf
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I just wish patrols wouldn't literally spawn out of thin air but gather at bases first or get dropped in by a bunch of drop ships, same with bugs. I remember that I was sneaking once and suddenly a whole group of devestators spawned in front of me 20m away

frulfluberg
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Play near exclusively level 9 dives, I think it heavily just depends on stratagems and weapons and if it’s really bad some teamwork is necessary. Spawn rates now are reasonable per difficulty and you have to remember 7+ difficulty means crazy mode.

cylonemc
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I play on helldive 9 and my biggest gripe right now is with gunship patrols. Unless you spot them at extreme range, they can severely impact the flow of combat. I'm all for difficult battles, but there isn't much you can do if your primary can't damage them and your spear, commando, or whatever is on cooldown. They just rain missles on you incessantly and rag doll you until you die. Combine this with ground patrols filled with hulks, heavy devistators, and rocket devistators, and you get a really punishing situation. I had three factory walkers show up in a single bot drop yesterday, along with multiple hulks. I think the missile bots need to have a limited number of available salvos before they are remanded to using their arm lasers. I think heavy devistators need a cool down period for heat on their gatling laser. It just doesn't make sense that the enemy should be able to fire these things endlessly.

stillshakes
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>plays hard difficulties
>game is hard

JacketVEVO
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Here is what Helldivers needs:

I) Spawns adjusted lower difficulties its creating too steep a barrier to entry and it's going to hurt the game and longevity of the player base in the long run as new players wont stick around

II) spawn distance needs adjusting patrols spawning 10' away in open fields beind you is getting annoying

III) map generation needs checking since the big patch baes spawn closer together on some maps meaning you attack 1 base your fighting 3 or 4

IV) the ragdolling from bot weapons needs to be tonned down, getting stun locked by a sniper accurate missile devestator from across the map in a snow strom while Beserkers chew you up is frustrating to say the least

V) Damage from drop ships landing on things after being shot down needs to be increased and reset back to it's original level, they do nothing half the time when they fall on the enemy other than get them stuck

VI) other missile weapons need to be brought in line with the commando ie destroyjng things like bot fabs from any angle etc

ViI) risk reward needs adjusting the amount of large bases which have zero samples while some small bases have 5 or 6 rares, this also goes for points of intrest, the random weapons and samples need to be phased out on higher difficulties, a level 50+ player isnt going to a point of intrest for a Stalwart or a AMR they are there for Super Credits, Requisition Slips and Medals and the drops should reflect this (maybe put the odd super rare in their as well)

Think that covers most of it

maddlarkin
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For the spawning, I play between diff 7-9 and almost every time I turn around fast I’ll see patrols literally phase into existence around me and instant spot me, not only that if they scan me without going aggro despite the stealth passive armor they will follow me like they know where I am

LoLproductions
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When my friends and I had to fight off/ kill 21 hulks in 5ish minutes… I think there is a problem. It’s only been on the ICBM mission though. The others seem fine with the patrols. Currently doing more testing.

edwards_crib
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I have joined missions where the other Diver completely messed up. 0 lives remaining, almost no samples, timer ar 15 minutes or less and maybe if I'm lucky one objective done. I then go to clean up the mess and get left behind at the end since I was away to give the mission the 5 star rating.

BartEmbregts
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Do people actually think sony would put helldivers on xbox game pass before they put it on their playstation plus extra, which is literally their version of game pass. The game might come to xbox, and that would be cool, but lets not be stupid for a second and think it through, its not going on game pass..

rangehair
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The intention behind patrol spawns was to reduce heavy spawns. Multiple times I’ve seen behemoth chargers spawn out of bug breaches, 3 from the spawn then a patrol spawn behind me with another one and then another spawn to the left of me. No shams they are definitely broken according to the patch notes

travispreciado
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Honestly, I think the spawning is fine on 8 and 9, if anything, i think it's more fun. If you're having trouble with a bunch of smaller bots, just adjust your loadout so you can deal with them better, its really not that hard

pearwood